I'm looking into the files right now, and they made a lot of changes (which is good). Bad Things: The spearman still have T3 weapons and the veteran archer has a worse armor than the normal archer. Good things: The Ulfhednar has 150 athletics and two-handed in vanilla, but is without much armor. This is an interesting change. And they fixed most of the stats.
I need to think about, what to do with the Ulfhednar, but then I will upload an update soonâ„¢.
my way of doing it would be: berserker: good speed, nearly no armor, 2handed axe/sword (more axes), throwing axes ulfhednar: chainmail armor, better 2h axe/same sword, better throwing axes, slightly more athletics to compensate for armor weight, best outcome for me would be same speed or slightly slower than zerkers both: wolf and bear pelts/heads sword: best northern 2h sword. or if you want to keep the zerkers axy, give it to 33% of the shock troops instead of warrazor :D why swords? 2h swords and slice-throu mods are a bestly combination. battanian falxmen destroy everything they can reach if 2h swords are able to score multihits :D make it so that the ulf is a straight upgrade to the berserker naked fanatics are cool, but gameplay wise - especially if you play with 125 base hp instead of 100 and mods for better working armor - they suck ass, so moving them to t4 is the way to go i think people who survive long enough tend to make sure they survive even longer :D also i would not give the shock troopers the best armor. they have 2h weapons, give them the 2nd best armor veterans should have bigger shields, and better armor, they are the tanks, shocker are offtanks, ulfs are dps
i am working on a sturgia mod myself, by now ist only on paper and not in files, and thats how i will do it :D
i will use https://www.nexusmods.com/mountandblade2bannerlord/mods/712 this as a basic for maximum compatibility and less editing of native xmls
i also reccomend activating cheatmode and looking in the left section of your inventory (that one which is empty to discard items if you are playing without cheatmode) for weapons/armors/stuff to use. its incredibly more convineint then looking @ xml files.
perhaps we can collaborate? i could digitalize my work so far and send it to you, perhaps together we can build an even better sturgia then we could solo :D
I tested the vanilla Ulfhednar a bit and they die way to fast against anything that shoots or throws things or is on horseback with a long lance. I think they stay as they are in my mod with new stats from 1.3.1 I changed the armor of the berserkers a bit (because TW buffed their skills too), so most of them now have only lamellar. The Vlandian Voulgier have still better armor than the Sturgian Ulfhednar, but the Ulfhednar has a very good weapon and better skills. There is only one Sturgian Twohander the "Fine Steel Two Handed Sword" and it's quite short in my opinion. The warrazor is a quite good weapon and has a lot of range.
https://forums.taleworlds.com/index.php?threads/troop-test-project-suprising-results-2h-troop-update.422034/ this test confirms it: ulfs need armor or they are useless :D
you could even give 1/3 of the ulfs the heavy executioners axe, as the bardiche was used by the russians very much, so this would fit the russian theme of the sturgians very great :D
heavy executioners axe = most op vanilla 2h weapon, kills 2 per swing regularly without mods, beast of a weapon :D
what about the 'wide fullered nothern greatsword' if that is not sturgian - that must be a mistake :D
Trust me sturgians dont need to get any stronger.. this mod makes them OP, its not balanced imo. cant play with it on, its incredibly unfair when you get to later tier units.
I tried to balance them as best as I can. I tested every Sturgian unit in custom battles against most other faction units as attacker and defender to be sure that nothing is too strong. If you can give me some feedback what unit is overpowered I will look into that and try to fix it.
hey man so in the unit tree you can see the re skins for the units but on the battlefield the skins do not show and they go back to the base game models is there something i'm doing wrong
I don't know if the Ulfhednar needs a better throwing skill. The Veteran Falxman has more throwing axes than the Ulfhednar, but the Ulf got stronger armor and is better in melee with his two-handed axe (at least in theory). I will look into this and test them in a custom battle.
with this mod enabled battanian trained warrior upgrades to scout and falsely the veteran falxman. no picked warrior available
perhaps remnants of testing things? could you fix it?
i love your mod, and i'd love to use it, but i dont wanna ruin battania army conceptions and i like to use battania and sturgia troops together to form a viking scots army :D together, they form a really nasty shield wall :D
Ok fixed it. I tested Battanian Units vs Sturgian Units in some custom battles (I swap the IDs of the units because the game always use the battanian_picked_warrior for battania) and totally forgot to change it back... I'm sorry again. This was not intended.
works like a charm together with the 'Shields and looters' -mod
as the Shields and looters mod modifies your mod, t1 is from this mod and get small kite shields, t2 and upwards from your mod if you become a warrior you get a round shield, as it should be!
first thing i did after confirming the mod works now: upgrading all my zerkers :D
as long as the ai only fields recruit armys, all recruits need to at least have shields :D helps against op archers very much :) even batanian fians lose much of theri potential :)
shield wall is the way to go now, sturgian siblings!
I know you say save game compatible, but when I uninstall the mod in the vortex, my game always crashes when I try to load my save. I checked for sure and it's definitely this mod that causes the crash
Did you made a backup of your "spnpccharacters.xml"? If not you could verify your files over steam. The game won't work without this file, so you just have to copy the vanilla file back into it's folder.
I don`t know if its only a skin thing in this game but some of my Ulfhednar have armor but most of them don`t they perform not bad at all but is this armor thing intentional or is it just a skin thing and all of them have armor ^^? sorry when i ask a dumb thing here but all other changes are working i think the complet faction is better. PS thank you for the mod but the Sturgian warrior son line needs and update too maybe you wanna change them a bit too?
All Ulfhednar should have a "Decorated Northern Hauberk" or just a "Northern Hauberk". There is no such thing like a skin for a unit, so they should wear a chainmail, and when they don't then it's not intentional. Did you create a module mod with my edited spnpccharacter.xml? That would explain, why some of them wear no armor again. Every unit has about 3 sometimes 4 variants, and a module mod don't overwrite the variants that are ingame, you just get more.
About this noble line: I really have no idea what to change about them... they already have a lot better armor than the normal soldiers, better weapons and throwing axes.
I followd you install istructions i downlowd it manual and unzipt it into D:\SteamLibrary\steamapps\common\Mount & Blade II Bannerlord then i pressed replace. And for the nobel the horses can use better chainmail this one look afule and is compare to oter tier 6 cav very bad i think the one handed wapon they use don`t look much like a cav sekondray wapon but my be this things are only minor problems^^ on a closer look it seems like you sayde in th other units there are some old equipments too like with the spearmen but i don`t know what i did wrong
Do you use the Unit Stat Fixes mod? I think my mod is incompatible with this mod (at least to 50%). In the USF are the old vanilla unit variants, so about 50% of your soldiers are vanilla. I just messaged Gunteraz to ask him, if I could integrate his fixes into my mod, or make a compability patch.
Je i use it so i disable it becaus his mod it seams is right now useless any way one of the devs saide that the stads fore normal unit so non heros and companions are not implemented jet so i think when this is true only the gear make a diffrence so i try it out and remove his mod thank you for your help and maybe give the sturgen horsen some love the armon looks so wierd ^^ have a nice day PS It still don`t work i don`t know why i deinstalled all mods wich change gear and i have still many mods but i don`t wich one can cause problems i have the comunity patch and but all other mods should not be a problem
You can use this Website to create any banner you like or finde some on reddit you copy the code and go in game press b for the banner editor and can past it im with strg+V. https://bannerlord.party/banner/
Yeah I can make this a module mod, but then I have to create a complete new troop tree from scratch. If you delete the mod in this case you cannot continue your save, because there are missing units and the game just crashes. When I use the same IDs like in vanilla, in a module mod, it will throw all unit variants (vanilla and modded) into one pot to generate the equipment variations that the units are wearing. So we have underpowered spearman with these small shields and T3 weapons again. And I don't want to break savegames so I will probably not create a module version of the mod.
Conclusion: If I really create a module of this mod, everyone should know, that you cannot delete the mod when using it in an ongoing campaign, or it will break your save (it just crashes on reload).
I think the noble troops are fine. I don't know what I should change on them, but I'm open for feedback. So if anyone has some ideas I'd like to hear them.
How about making round sheild a standard for the shock troop and veteran?They often use a smaller one instead which makes the sheild wall seems less powerful
This is a very good idea. In my current campaign I haven't seen these guys that much, it's just day 40 and I'm a small mercenary. So no big battles with elites yet. Shield Updates comes soon.
Edit: Found some unused "Northern" Axes in the game files (couldn't find any unit who uses them, you can buy it in cities as player). I think our Sturgian Army get some new axes today (more variety for the units, yay) Edit 2: Finished! Round shield is now the new standard for Veteran Warriors and Shock Troops. And we even got some new axe variants and maces for the Brigands.
48 comments
Bad Things: The spearman still have T3 weapons and the veteran archer has a worse armor than the normal archer.
Good things: The Ulfhednar has 150 athletics and two-handed in vanilla, but is without much armor. This is an interesting change. And they fixed most of the stats.
I need to think about, what to do with the Ulfhednar, but then I will upload an update soonâ„¢.
berserker: good speed, nearly no armor, 2handed axe/sword (more axes), throwing axes
ulfhednar: chainmail armor, better 2h axe/same sword, better throwing axes, slightly more athletics to compensate for armor weight, best outcome for me would be same speed or slightly slower than zerkers
both: wolf and bear pelts/heads
sword: best northern 2h sword. or if you want to keep the zerkers axy, give it to 33% of the shock troops instead of warrazor :D
why swords? 2h swords and slice-throu mods are a bestly combination. battanian falxmen destroy everything they can reach if 2h swords are able to score multihits :D
make it so that the ulf is a straight upgrade to the berserker
naked fanatics are cool, but gameplay wise - especially if you play with 125 base hp instead of 100 and mods for better working armor - they suck ass, so moving them to t4 is the way to go i think
people who survive long enough tend to make sure they survive even longer :D
also i would not give the shock troopers the best armor. they have 2h weapons, give them the 2nd best armor
veterans should have bigger shields, and better armor, they are the tanks, shocker are offtanks, ulfs are dps
i am working on a sturgia mod myself, by now ist only on paper and not in files, and thats how i will do it :D
i will use https://www.nexusmods.com/mountandblade2bannerlord/mods/712 this as a basic for maximum compatibility and less editing of native xmls
i also reccomend activating cheatmode and looking in the left section of your inventory (that one which is empty to discard items if you are playing without cheatmode) for weapons/armors/stuff to use. its incredibly more convineint then looking @ xml files.
perhaps we can collaborate? i could digitalize my work so far and send it to you, perhaps together we can build an even better sturgia then we could solo :D
I think they stay as they are in my mod with new stats from 1.3.1
I changed the armor of the berserkers a bit (because TW buffed their skills too), so most of them now have only lamellar. The Vlandian Voulgier have still better armor than the Sturgian Ulfhednar, but the Ulfhednar has a very good weapon and better skills.
There is only one Sturgian Twohander the "Fine Steel Two Handed Sword" and it's quite short in my opinion. The warrazor is a quite good weapon and has a lot of range.
this test confirms it: ulfs need armor or they are useless :D
you could even give 1/3 of the ulfs the heavy executioners axe, as the bardiche was used by the russians very much, so this would fit the russian theme of the sturgians very great :D
heavy executioners axe = most op vanilla 2h weapon, kills 2 per swing regularly without mods, beast of a weapon :D
what about the 'wide fullered nothern greatsword' if that is not sturgian - that must be a mistake :D
The Veteran Falxman has more throwing axes than the Ulfhednar, but the Ulf got stronger armor and is better in melee with his two-handed axe (at least in theory). I will look into this and test them in a custom battle.
if you have bad luck, they throw their big axe and keep a small one :P
goddamn fly agarics :D
sorry to have bad news, but your mod has a bug
with this mod enabled battanian trained warrior upgrades to scout and falsely the veteran falxman. no picked warrior available
perhaps remnants of testing things?
could you fix it?
i love your mod, and i'd love to use it, but i dont wanna ruin battania army conceptions and i like to use battania and sturgia troops together to form a viking scots army :D together, they form a really nasty shield wall :D
as the Shields and looters mod modifies your mod, t1 is from this mod and get small kite shields, t2 and upwards from your mod
if you become a warrior you get a round shield, as it should be!
first thing i did after confirming the mod works now: upgrading all my zerkers :D
as long as the ai only fields recruit armys, all recruits need to at least have shields :D
helps against op archers very much :)
even batanian fians lose much of theri potential :)
shield wall is the way to go now, sturgian siblings!
The game won't work without this file, so you just have to copy the vanilla file back into it's folder.
sorry when i ask a dumb thing here but all other changes are working i think the complet faction is better.
PS thank you for the mod but the Sturgian warrior son line needs and update too maybe you wanna change them a bit too?
Did you create a module mod with my edited spnpccharacter.xml? That would explain, why some of them wear no armor again. Every unit has about 3 sometimes 4 variants, and a module mod don't overwrite the variants that are ingame, you just get more.
About this noble line: I really have no idea what to change about them... they already have a lot better armor than the normal soldiers, better weapons and throwing axes.
then i pressed replace.
And for the nobel the horses can use better chainmail this one look afule and is compare to oter tier 6 cav very bad i think the one handed wapon they use don`t look much like a cav sekondray wapon but my be this things are only minor problems^^
on a closer look it seems like you sayde in th other units there are some old equipments too like with the spearmen but i don`t know what i did wrong
I just messaged Gunteraz to ask him, if I could integrate his fixes into my mod, or make a compability patch.
PS It still don`t work i don`t know why i deinstalled all mods wich change gear and i have still many mods but i don`t wich one can cause problems i have the comunity patch and but all other mods should not be a problem
What can i do to fix this?
https://bannerlord.party/banner/
If you delete the mod in this case you cannot continue your save, because there are missing units and the game just crashes.
When I use the same IDs like in vanilla, in a module mod, it will throw all unit variants (vanilla and modded) into one pot to generate the equipment variations that the units are wearing. So we have underpowered spearman with these small shields and T3 weapons again.
And I don't want to break savegames so I will probably not create a module version of the mod.
Conclusion: If I really create a module of this mod, everyone should know, that you cannot delete the mod when using it in an ongoing campaign, or it will break your save (it just crashes on reload).
Shield Updates comes soon.
Edit: Found some unused "Northern" Axes in the game files (couldn't find any unit who uses them, you can buy it in cities as player). I think our Sturgian Army get some new axes today (more variety for the units, yay)
Edit 2: Finished! Round shield is now the new standard for Veteran Warriors and Shock Troops. And we even got some new axe variants and maces for the Brigands.
Thank you!